Stonedeep is an underground city builder. Your dwarfs gather resources to produce all kinds of things, they build structures and fend off waves of monsters. And yes, they need booze, sleep and more to stay happy. Keep them happy and taxes will be high and your underground domain will prosper.
Stonedeep currently includes 43 resources, 50 different blocks, 28 buildings, 12 professions, five civilization levels, and five types of adversaries and animals. As part of the project, a total of four milestones are planned to expand and optimize these game components. In addition, other features and challenges will be added that offer players more game variations, scope for action and entertainment. This includes, for example, an extensive system with gears, through which the players can largely automate their productions. Mine wagons and elevators are also integrated to expand the transport system. Weather and seasons are also introduced as a further challenge when managing and planning. Combative game scenarios become much more complex and interesting for the players, among other things, through a more extensive combat system, additional adversaries and defense options as well as new professions. In addition, the game expands in the course of the project by another 40 resources, 22 blocks, 24 buildings, 4 civilization levels, 5 professions and 14 adversaries and animal species.
Stonedeep is a building game that is supposed to simulate the management and planning of a civilization. Due to the comic-like and fairytale-like graphic style, there is no everyday reference. This makes it possible for 12- to 15-year-olds to differentiate the game world from reality and to distance themselves from the game. The observer perspective also creates a distinction between the players and reality. Military and fighting game scenarios are graphically depicted in such a way that they are clearly fictitious for this age group. The depiction of violence in combat scenarios is also perceived as unrealistic, since the adversaries are fantastic creatures and they are represented in a comic-like manner. Thus, there is no reference to everyday life and the behavior shown is not used to resolve conflicts. Threats and conflicts that arise do not span the entire game. The audiovisual means only serve to create the atmosphere. The game also contains fighting sounds that only serve to point out what is happening. Combat scenarios should not be visually or auditory disturbing or emotionally damaging. The pressure to act that arises in the course of the game and the associated coping with game tasks must be accomplished for 12 to 15 year olds. More complex tasks and problems require the ability to think abstractly and logically, which is also appropriate for this age group.